jd40

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jd40 last won the day on March 25

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About jd40

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  1. Yep it's mostly nuke models, the dome is a custom model.
  2. Update: Skipped mapcore playtest on the last layout instead we'll be testing this one: The only changes are on B. I decided to remove the round "heaven" entry into B, as cool as it looked it just wasn't fun. Apart from that I also added some more holding angles and afterplant options for Ts. Also started with some detailing:
  3. Update: New layout: Once again A site got most of the attention as it seems to be the most problematic one on playtests. Abandoned the idea of having CT spawn on A Bombsite A increased in size with more cover A long and short have been linked with a connector A long T entry into the bombsite is now a dropdown Terrorists now have default control of "A short open area" Removed verticality on "A short open area" Mid timings have been tightened
  4. The one with connector is the new one
  5. Update: New layout: Here's a gif showing the changes: To sum it up: CT spawn moved up to A A short and mid are now connected for T rotate options Some entries have been choked Added ceilings where applicable. This will have to be playtested soon.
  6. This is my entry for the contest. Whether I'll be able to finish this in time or not remains to be seen. Theme: Greenhouse with lush jungle (A), caves/tunnels (B). The exterior could either be a desert or snowy countryside. But first thing's first, gotta get this layout working. Playtest coming soon.
  7. Thanks fmpone, I learned some new things there I'll try to apply them in the future. I'm going to polish this a bit over the next few months before starting another map. Needs some more optimization as well. Should also mention that if anyone wants to team up and do some models, or already has models that would fit, you're welcome to join. My models guy has been pretty busy lately and basically didn't do anything. We had some models planned for this map but then new inferno hit and it was pretty much covered. Still a few models wouldn't hurt.
  8. Alright I've decided to release it with old lighting for now. Workshop release
  9. I made it more yellow like some of you suggested, but not too sure about it, I kinda liked the washed out mountain air look.
  10. @Bevielis Did you mean this?
  11. thanks for the tips! I think it's an improvement, maybe the floor texture is a little too clean
  12. Thanks for testing everyone Somebody asked about lighting. Here's some screenshots of what I tried so far That last pic is from yesterdays playtest, but I've increased the sun angle a bit since. The reason I chose this over the second pic is shadow advantage for CTs. Other changes: Breakable window on B short is now not breakable CT spawn had some room for optimization but T is as good as it gets Added some wires hanging throughout the map Fixed bombstuck and floating barrel at mid Fixed some clipping and loose nodraws, hopefully more when I get chat transcript or demo Added glowsticks at the bottom of A site elevator shaft. The last thing to do left is soundscapes.
  13. Made a radar image Scheduled a playtest on 23rd Apart from clipping and optimization touchups the map should be pretty much done.
  14. So the map is now fully detailed (workshop has been updated). I've got some problems getting these areas to look right anyone got any tips?